/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once
#include "IView2D.h"
#include "Model.h"
#include "IRender.h"
#include "../game/IEntity.h"



/**
========================
An entity view is a Graphical representation
of an entity
========================
*/
class EntityView : public IView2D
{
public:
    EntityView(IEntity* ent);
    /**update animations */
    void Update(long dt);
    /** Render the model */
    void Render( IRender *r, ICamera* cam );

    /** Set the model */
    void SetModel( Model* model ) { m_model = model; };
    Model* GetModel() { return m_model; };
    
    /** Apply Effect */
    void Effect( int Flags );

public:
    IEntity*  m_owner;
    AUTO_SIZE;

private:
    Model*    m_model;
    Image     m_speakerIcon;

public:
    virtual ~EntityView(void);
};
